#version 330

layout(triangles) in;
layout(triangle_strip, max_vertices=3) out;

in VertexData {
    vec4 normal;
    vec2 texCoord;
} vertexIn[3];

out VertexData {
    vec4 normal;
    vec2 texCoord;
} vertexOut;

void main()
{
  for(int i=0; i<3; i++)
  {
    gl_Position = gl_in[i].gl_Position;
    vertexOut.normal = vertexIn[i].normal;
    vertexOut.texCoord = vertexIn[i].texCoord;
    EmitVertex();
  }

  EndPrimitive();
}
